precision mediump float;
varying vec4 v_Color;
uniform sampler2D qpicture;
varying vec2 v_texCoord;
uniform vec2 u_resolution;

varying float v_time;

void main(void){
  //vec2 texCoord = (gl_FragCoord.xy*2.-u_resolution)/min(u_resolution.x,u_resolution.y);
  vec4 texturecolor =  texture2D(qpicture, v_texCoord);
  gl_FragColor=vec4(texturecolor);
}